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Old 13-03-2024, 08:58 PM   #583
twillight
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Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,706
Default Broken Sword 2

Oh, man. I had to describe this one with one word, it's tedious.
You rly don't get much more than the prvious, but the logiuc-puzzles are mostly missing, and replaced with tedious manual labour.


The game is shorter, but does not feel that much shorter, actualy it still feels longer than the first one.


And yes, you can get stuck on unreasonable puzzles. It's one thing when you stuck in a situation your character has no actual reason to bother with the place - thinking of the priest-hermit, but when it comes to getting into the museum while the goldberg-machine's parts are obvious (give fish to cat, use ball to crash don marker, steal plans, get in), the actual execution is nonsense. I don't think any human would come to that conclusion.
Even worse is when you walk into the jungle on Skull Island. The film-crew is horrendous, but not the worst part. Thought the "maze" will be that one, but nah, it's a straight line (and I even stack the reed into the hole! I'm proud). The problem is, there's no indicator when you achieve something, so the player constantly questions if should try more, or what.
Seriously, you put down the tesodolite, then for no appearant reason go back, fight the boar and put on the marker. Than use the teodolite when there's no indication that a new unique mechanique just got implemented to move the bugger around, then there's no indication a new pathway just got unlocked. WHAT IS THIS NONSENSE? This part is just pure bad design if you ask me.
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